Little Sisters - as in Bioshock 1, can't do anything with those little cuties except rescue them after some good fun ADAM hunting; was feeling proud when Eleanor followed my example, and was quite happy watching her teleport into the paediatric wings in Persephone and rescue all the sleeping little sisters.* I think it would have been better, however, to have the option of leaving all the little sisters, rather than making dealing with at least four of them mandatory.
Grace - I spared her, partly because she was old, had had an honest but rough life - but primarily, I spared her because she hadn't spliced up. Possibly a shade of the moral of the first game there - a man chooses, a slave obeys. Yes, she made bad choices on bad advice, but she wasn't a slave to her degenerate instincts the way most splicers were.
Stanley - saw him, and literally didn't consider him worth the effort of swinging my drill at his skull. I had so much contempt for what a slimeball he was, I almost considered him utterly nonexistent - so I just hopped on the train.
Gil - As with most other people, the toughest one. My reasoning was his sane self had requested he be killed, so I did it. Felt good about it at the time. Felt really crap about it afterwards. Incidentally, I've said in at least one other thread that that part of the game was the best in terms of what it made me feel. That whole level had me feel on edge the entire time - I was revving myself up for some kind of titanic battle with Cthulu-on-ADAM-and-Art-Deco , and instead I get a little giggle as I take a DNA sample. Which was both unexpected and stupendously funny. Then I killed him. And felt really terrible. And I felt even worse when I saw the blood in the water, because it looked pretty realistic (definitely give whoever coded that one a raise.....)
Meltzer: Found his audio logs really affecting and a great inclusion in the game - had no idea of his backstory detailed in the promotional minigame, but really felt a connection with him anyway, probably because we both had the same goal of finding our daughters. I actually hoped at one point that I'd bump into him and his daughter and could help them escape. Then a routine Big Daddy killing in Fontaine Futuristics left me horrified to realise I'd accidentally murdered the guy; the same guy I was naively hoping earlier on I could save. It was the least I could do to rescue his daughter.
Sinclair: Again, he asked me to do it, so I chain lightning'd him down relatively quickly. I'm still not sure what to make of him. At first I found him fairly dull and somewhat morally ambiguous, given that he suggested you kill the little sisters (which made me think he was going to be Atlas all over again) but then he didn't give me a hard time for saving them, so I began to think he may be different. Even though he starts off as essentially your tour guide, by the time I reached Fontaine Futuristics I was just so used to having him along. And even though I knew he was Ryan's amoral fix-it guy from early on in the game, and even though I was really disgusted by the notion of a horrible place like Persephone in a place like Rapture, the people I really hated for it were Ryan and Lamb, not Sinclair. Definitely an interesting experience, and I'm gutted about how that one ended.
Ending - the best one![]()
*Random question - if you harvest the little sisters, does Eleanor then go about...erm...murdering the Little Sisters in their beds as they sleep?






